Files
esqueleto/source/core/audio/audio.cpp
2026-03-24 21:59:22 +01:00

191 lines
5.1 KiB
C++

#include "audio.hpp"
#include <SDL3/SDL.h>
#include <algorithm> // Para clamp
#include <iostream>
// Implementación de stb_vorbis (debe estar ANTES de incluir jail_audio.hpp)
// clang-format off
#undef STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.h"
// clang-format on
#include "core/audio/jail_audio.hpp" // Para JA_*
#include "core/options.hpp" // Para Options::audio
// Singleton
Audio* Audio::instance = nullptr;
void Audio::init() { Audio::instance = new Audio(); }
void Audio::destroy() { delete Audio::instance; }
auto Audio::get() -> Audio* { return Audio::instance; }
// Constructor
Audio::Audio() { initSDLAudio(); }
// Destructor
Audio::~Audio() {
// Liberar recursos de música cargados
for (auto& [name, music] : music_cache_) {
if (music) {
JA_StopMusic();
delete music;
}
}
// Liberar recursos de sonido cargados
for (auto& [name, sound] : sound_cache_) {
if (sound) {
SDL_free(sound->buffer);
delete sound;
}
}
JA_Quit();
}
void Audio::update() {
JA_Update();
}
// Reproduce una pista de música a partir de su ruta de fichero
void Audio::playMusic(const std::string& path, const int loop) {
bool new_loop = (loop != 0);
if (music_.state == MusicState::PLAYING && music_.name == path && music_.loop == new_loop) {
return;
}
// Cargar si no está en caché
auto it = music_cache_.find(path);
JA_Music_t* resource = nullptr;
if (it != music_cache_.end()) {
resource = it->second;
} else {
resource = JA_LoadMusic(path.c_str());
if (resource != nullptr) {
music_cache_[path] = resource;
}
}
if (resource == nullptr) {
std::cerr << "Audio: no se pudo cargar la música: " << path << '\n';
return;
}
if (music_.state == MusicState::PLAYING) {
JA_StopMusic();
}
JA_PlayMusic(resource, loop);
music_.name = path;
music_.loop = new_loop;
music_.state = MusicState::PLAYING;
}
void Audio::pauseMusic() {
if (music_enabled_ && music_.state == MusicState::PLAYING) {
JA_PauseMusic();
music_.state = MusicState::PAUSED;
}
}
void Audio::resumeMusic() {
if (music_enabled_ && music_.state == MusicState::PAUSED) {
JA_ResumeMusic();
music_.state = MusicState::PLAYING;
}
}
void Audio::stopMusic() {
if (music_enabled_) {
JA_StopMusic();
music_.state = MusicState::STOPPED;
}
}
// Reproduce un efecto de sonido a partir de su ruta de fichero
void Audio::playSound(const std::string& path, Group group) const {
if (!sound_enabled_) return;
auto it = sound_cache_.find(path);
JA_Sound_t* resource = nullptr;
if (it != sound_cache_.end()) {
resource = it->second;
} else {
resource = JA_LoadSound(path.c_str());
if (resource != nullptr) {
sound_cache_[path] = resource;
}
}
if (resource == nullptr) {
std::cerr << "Audio: no se pudo cargar el sonido: " << path << '\n';
return;
}
JA_PlaySound(resource, 0, static_cast<int>(group));
}
// Reproduce un sonido por puntero directo (para reutilizar recursos ya cargados)
void Audio::playSound(JA_Sound_t* sound, Group group) const {
if (sound_enabled_) {
JA_PlaySound(sound, 0, static_cast<int>(group));
}
}
void Audio::stopAllSounds() const {
if (sound_enabled_) {
JA_StopChannel(-1);
}
}
void Audio::fadeOutMusic(int milliseconds) const {
if (music_enabled_ && getRealMusicState() == MusicState::PLAYING) {
JA_FadeOutMusic(milliseconds);
}
}
auto Audio::getRealMusicState() -> MusicState {
JA_Music_state ja_state = JA_GetMusicState();
switch (ja_state) {
case JA_MUSIC_PLAYING: return MusicState::PLAYING;
case JA_MUSIC_PAUSED: return MusicState::PAUSED;
default: return MusicState::STOPPED;
}
}
void Audio::setSoundVolume(float sound_volume, Group group) const {
if (sound_enabled_) {
sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME);
JA_SetSoundVolume(sound_volume * Options::audio.volume, static_cast<int>(group));
}
}
void Audio::setMusicVolume(float music_volume) const {
if (music_enabled_) {
music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME);
JA_SetMusicVolume(music_volume * Options::audio.volume);
}
}
void Audio::applySettings() {
enable(Options::audio.enabled);
}
void Audio::enable(bool value) {
enabled_ = value;
setSoundVolume(enabled_ ? Options::audio.sound.volume : MIN_VOLUME);
setMusicVolume(enabled_ ? Options::audio.music.volume : MIN_VOLUME);
}
void Audio::initSDLAudio() {
if (!SDL_Init(SDL_INIT_AUDIO)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_AUDIO could not initialize! SDL Error: %s", SDL_GetError());
} else {
JA_Init(FREQUENCY, SDL_AUDIO_S16LE, 2);
enable(Options::audio.enabled);
std::cout << "\n** AUDIO SYSTEM **\n";
std::cout << "Audio system initialized successfully\n";
}
}